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About DrAzTiK

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    I stopped study at middle school

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  1. you have to tweak the setting.ini in spell revision folder before installing it : ai_spell_immunity = 0 // set to 0 to make the AI never use the old AI-only Spell Immunity spells (and have them replaced with spells of similar function and/or power) (It shoud be set to 0 by default Imo.)
  2. another screenshoot and my weidu.log :
  3. I have a big bug with Demorgogon on RC9: when he use his "regard de folie", he cast it multiple times and the game become very slow and I have to to ctrl+alt+suprr
  4. DrAzTiK

    IR Revised V1.2.5 (2019 April 5th)

    maybe the price of both new potions shoud be lowered a little bit Imo
  5. I am sorry but I have find somes small bugs witch I think are not fixed yet, still on RC9, ascension and SRR : 1- In my current game, Saladrex and the dragon in AR 3024 (FSdragon.cre) don't benefit from the boost HP. 2- with ascension, Tamah appears quite far from balthazar and she doesn't have a "call for help" script I think. So she stay very far from the fight. 3- maybe the small dragons in AR 6005 should also benefit from the boost HP. (DRAKE01 02 03 04) 3- some balors drop a flail+3 ( the ones in irenicus in hell final fight but not only) 4- not a bug but enemies mages seems to ofen cast true seing as a big priority, even if no one of my party member are under improved invisibility 5- in AR 5202 (Nyalee's Hideaout), HGSLK02.cre (assassin skeleton) do not use invisibility potions. 6- breach bypass spell deflection /greater spell deflection and spell trap. And 2 big bug with ascension that is surely related with SCS : 7 -- it is impossible to get access to the 3 pools in final battle, there is no bridge bettwen the big platform and the pools. So I have to do Ctrl+j to get access to the pools. 8--After Ctrl+j to all three pools , fighting demons at each one, and then grabbing the essence from each, nothing happens. My party justs sits there, no Melissan. Is there a variable or event I can instigate to push the story forward ? ( I copy/past from another player but I have exactly the same bug) Humm any idea what could be the problem ? in the ascension forum, we suspect this bug can comes from SCS : https://forums.beamdog.com/discussion/66702/ascension-for-bg2-ee/p5 my weidu.log :
  6. yep sorry I was not aware that this bug was fixed. ^^ I will try to test on RC10 when I have time but I am going to stop baldur a little bit maybe.
  7. I have the same bug. (on Rc6 and RC9).
  8. DrAzTiK

    IR Revised V1.2.5 (2019 April 5th)

    Yes the dispell magic of carsomyr in my game is 30 radius, affect both enemies and allies but has no effect unfortunately. About Gromnir, I need to test but looking his script, I don't think he would use simulacrum ability. I will t ry to look what SCS is doing if I can find the code.. edit : I just checked and SCS add some lines. You can check in item folder of SCS. IF TRIGGER Allegiance(Myself,ENEMY) See(NearestEnemyOf(Myself)) HasItem("wa2helm",Myself) !GlobalTimerNotExpired("helm","LOCALS") !GlobalTimerNotExpired("castspell","LOCALS") TriggerBlock(CorePlus) THEN DO Action(Literal) SetInterrupt(FALSE) SetGlobalTimer("castspell","LOCALS",6) SetGlobalTimer("helm","LOCALS",1000) UseItem("wa2helm",Myself) SetInterrupt(TRUE) END
  9. DrAzTiK

    IR Revised V1.2.5 (2019 April 5th)

    No dispell magic from carsomyr should work on both allies and ennemies. Also with SCS, gromnir first action is to use simulacrum ability from his helmet. Are we going to have the same thing with item revisions? Maybe some strings need to be add to gromnir script.
  10. DrAzTiK

    IR Revised V1.2.5 (2019 April 5th)

    Maybe it is worth to know where the problem comes from with carsomyr. I test the spell on my party (all my party members have full buff). The only thing good is that it dispell 'dispelling screen" but no buffs are dispelled at all. [weidu] WeiDU version 24600 Mods affecting SW2H19.ITM: 00000: /* created or unbiffed */ ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisionsv4 Beta 16 (Revised V1.1.0) 00001: ~ITEM_REV/ITEM_REV.TP2~ 0 0 // Item Revisions by DemivrgvsV4 Beta 10 (Revised 1.2.4) 00002: ~ITEM_REV/ITEM_REV.TP2~ 0 17 // Weapon ChangesV4 Beta 10 (Revised 1.2.4) 00003: ~ITEM_REV/ITEM_REV.TP2~ 0 1080 // Enchantment Doesn't Affect Speed Factor of WeaponsV4 Beta 10 (Revised 1.2.4) 00004: ~ITEM_REV/ITEM_REV.TP2~ 0 18 // Revised BackstabbingThief-only WeaponsV4 Beta 10 (Revised 1.2.4) 00005: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)v32 RC9
  11. DrAzTiK

    SCS RC9 homework

    I am playing on RC9.
  12. DrAzTiK

    SCS RC9 homework

    I just wanted to confirm the problem with summonded fiends with SRv4 Beta16 (revisited V1.1.0) and SCS RC9 on bG2EE : When these spells are cast by the player, they are working correctly but when casted buy enemies some problems come with Gate (level9) fiend (level8) and Summon death knight (level 7 mage and priest). For Gate and Fiend, I have already made some tests. About Death knight: when summoned by enemies spellcaster/priests it looks like they also do not have a good attack script : they ofen standing here doing nothing or just hit in melee and no use any spells/special abilities. Also I ask myself if enemies should cast the SCS version of fiends/death knight or the SR one. If it is not convenient to use the SR one, maybe enemies spellcasters should use the SCS version of fiends/death kinght. Just my opinion, I reallly don't know what would be best.
  13. DrAzTiK

    Future tweak ideas - post 'em here

    ALmateria's restoratiion only add + 100hp. Also this mod looks a bit bugged on EE, it is not working at all in my game.
  14. DrAzTiK

    SR V4 Beta 16

    the range is 20 in near infinity for SHAMMR 1-2-3-4. so it is a bit mysterious..
  15. DrAzTiK

    SR V4 Beta 16

    yes I have made the test by comparing to the bow range. In my game, spiritual hammer get the same range as a long bow. It is not a big deal but it is strange.